Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...
When TSR is enabled, translucent materials using the AfterMotionBlur translucency pass cause visual artifacts when local exposure is active. The artifacting is believed to occur because the local ex ...
URootMotionModifier_SkewWarp::WarpTranslation() uses InverseFast() within a block of code that is only executed if DeltaTranslation is not nearly zero. The ToRootSyncSpace transform the code builds, ...
When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...
Editor crashes when a UMG widget (Text block, whatever) and an animation track share the same name and the animation is played. NOTE: The Editor will not allow you to name a Widget the same as an a ...
When using the Blueprint Hiearchy Type for creation on the Full Scene Importer if you've previously imported and set some of the settings like the Override Lightmap Resolution via the BP and then re ...
When importing destrucitble APB asset files from PhysX Labs there is no visible shadow cast for these meshes. The same is not true for a destructible created in UE4. These are using the default sett ...
Reimporting a sprite sheet that had sockets placed on some of the individual frames will result in the sockets moving if the sprite sheet's dimensions have changed since the previous import. This wo ...